You can place a Matte Control after your mask to adjust the edge pixels:
- Code: Select all
{
Tools = ordered() {
Difuse_Filter = Loader {
Clips = {
Clip {
ID = "Clip1",
Filename = "comp:teapot_.VRayDiffuseFilter.0000.exr",
FormatID = "OpenEXRFormat",
LengthSetManually = true,
TrimIn = 0,
TrimOut = 0,
ExtendFirst = 0,
ExtendLast = 0,
Loop = 0,
AspectMode = 0,
Depth = 0,
TimeCode = 0,
GlobalStart = 0,
GlobalEnd = 0
}
},
NameSet = true,
Inputs = {
MakeAlphaSolid = Input { Value = 1, },
PostMultiplyByAlpha = Input { Value = 1, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
["Clip1.OpenEXRFormat.RedName"] = Input { Value = FuID { "R" }, },
["Clip1.OpenEXRFormat.GreenName"] = Input { Value = FuID { "G" }, },
["Clip1.OpenEXRFormat.BlueName"] = Input { Value = FuID { "B" }, },
["Clip1.OpenEXRFormat.AlphaName"] = Input { Value = FuID { "A" }, },
},
ViewInfo = OperatorInfo { Pos = { -107.962, 164.096 } },
},
MatteControl1 = MatteControl {
Inputs = {
MatteContractExpand = Input { Value = 0.188, },
MatteGamma = Input { Value = 2.812, },
Background = Input {
SourceOp = "MM_Teapot",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 56.2602, 242.225 } },
},
CC_Teapot_Pink = ColorCorrector {
CtrlWZoom = false,
NameSet = true,
Inputs = {
WheelTintAngle1 = Input { Value = -0.408596547436145, },
WheelTintLength1 = Input { Value = 1, },
ColorRanges = Input {
Value = ColorCurves {
Curves = {
{
Points = {
{ 0, 1 },
{ 0.4, 0.2 },
{ 0.6, 0 },
{ 1, 0 }
}
},
{
Points = {
{ 0, 0 },
{ 0.4, 0 },
{ 0.6, 0.2 },
{ 1, 1 }
}
}
}
},
},
HistogramIgnoreTransparent = Input { Value = 1, },
Input = Input {
SourceOp = "Difuse_Filter",
Source = "Output",
},
EffectMask = Input {
SourceOp = "MatteControl1",
Source = "Output",
},
},
ViewInfo = OperatorInfo { Pos = { 54.4344, 165.401 } },
},
MM_Teapot = Loader {
Clips = {
Clip {
ID = "Clip1",
Filename = "comp:teapot_.MM_001.0000.exr",
FormatID = "OpenEXRFormat",
LengthSetManually = true,
TrimIn = 0,
TrimOut = 0,
ExtendFirst = 0,
ExtendLast = 0,
Loop = 0,
AspectMode = 0,
Depth = 0,
TimeCode = 0,
GlobalStart = 0,
GlobalEnd = 0
}
},
NameSet = true,
Inputs = {
PostMultiplyByAlpha = Input { Value = 1, },
["Gamut.ColorSpaceNest"] = Input { Value = 0, },
["Gamut.ColorType"] = Input { Value = FuID { "Space" }, },
["Gamut.ColorSpace"] = Input { Value = FuID { "sRGB" }, },
["Gamut.GammaSpaceNest"] = Input { Value = 0, },
["Gamut.GammaType"] = Input { Value = FuID { "Space" }, },
["Gamut.GammaSpace"] = Input { Value = FuID { "sRGB" }, },
["Gamut.SLogVersion"] = Input { Value = FuID { "SLog2" }, },
["Clip1.OpenEXRFormat.Channels"] = Input { Value = 1, },
["Clip1.OpenEXRFormat.RedName"] = Input { Value = FuID { "R" }, },
["Clip1.OpenEXRFormat.GreenName"] = Input { Value = FuID { "G" }, },
["Clip1.OpenEXRFormat.BlueName"] = Input { Value = FuID { "B" }, },
["Clip1.OpenEXRFormat.AlphaName"] = Input { Value = FuID { "R" }, },
},
ViewInfo = OperatorInfo { Pos = { 56.2602, 275.225 } },
}
}
}
Two more infos:
1 - You can share your comp just by selecting all nodes, copying and pasting here between two [code] tags (as I done here).
2 - When you share a comp that has external loaders, is a good practice to put the loaders in the same folder of the comp and change their full path by "comp:" in order to make Fusion automatically find the loaders (as I done in the above comp).